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T.I.M.E Stories: Madame
Expansion of:
T.I.M.E Stories
90m
2 - 4 Players
Ages 12+
Co-operative play encourages or requires players to work together to beat the game.
Cooperative Play
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
In storytelling games, players are provided with conceptual, written, or pictorial stimuli which must be incorporated into a story of the players' creation.
Storytelling
A time track mechanism is a variable player-turn order mechanism by which the player who is last on the time track goes next. The function of this mechanism can allow a player to have multiple sequential turns due to being last after each one.
Time Track
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Voting allows players to influence the outcome of certain events within the game. The vote may be all or nothing, choosing a target for an effect, or to determine the results of certain situations. Players’ votes may not have equal weight, and blocking a player from voting can be a valid tactic.
Voting
Fantasy
19.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
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Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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Grumpynators
Great game until a totally destroying end. My rating is based on the game until but not including the ending
exparrot
I quite like the premise, the time travel machine is malfunctioning therefore you do multiple short runs learning more and more as you go however, it is quite far removed from the 'core' mechanics of time stories. HOWEVER there are a lot of grammatical error which change the meaning of certain cards vs how they are supposed to read, which, lead to frustration as you search for things that simply are not there. It feels rushed. I also despise the ending with the cubes, why o why they decided to shoe-horn it into the end of this scenario instead of doing a sort of time heist style mini expansion, which would allow you to go get all the cubes. Its bad play to require outside components to solve puzzles....not that we had even found all 8 of them anyway........
fineartist
So this wound up being my first TIME Stories game, playing with a group who has played through the entire cycle. And the actual game here is a lot of fun! Eight hours, between two sessions, passed effortlessly! What a great series... ... and then you get to the ending, and it is just jaw droppingly bad. The group had told me all about their experience before I joined them for this last segment, and it sounded pretty involved, and, up to this point, rewarding, with outstanding mystery, twists, turns, etc. And getting to experience with them first hand this wave of disappointment that 1) has the most bullshit final puzzle that still makes no sense, and 2) pays off nothing. Then you start to reflect on what you've just finished playing, and realize that even the good part of the game has this undermining 'training wheels' element where you are basically set up to succeed no matter what, none of it actually matters, and there is no reward but a terrible ending and hopefully a good time before you get there.